Paladin
Base Class: Paladin

This oath is one of madness, where the goals range from "Saving the World" to "Just going with the flow" in an instant. you are still a force for good but that doesn't restrict you to be a paladin of virtue and order. In fact quit the opposite, you are an agent of chaos with a less then normal upbringing and you believe that anything can be achieved through some mind games. This oath allows you do pave your own future and still protecting the futures of others by putting a smile of their face, right before you trick them into doing something for your gain that may be childish in nature.

Tenets of Trickery 

- Kindness- always be a force for good even if you do it in weird and wild ways

- Justice - when something comes in the way of the good in the world you take it down

- chaos and Order - Life needs a bit of madness and life is a game but there's an order to things. play so everyone gets something out of your trickery 

- Memory - Never forget what brought you to who you are now and never let go of those you formed bonds with

- Fun - Life is a game and you are the player, live life to the fullest and make sure everyone is having fun

Channel Divinity

 

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Body of Chaos - As an action you can place a mark on a creature within 30ft of you, this mark grants the bearer superior physical prowess. For 1 hour the mark bearer isn't affected by fall damage from 50 ft or lower, can jump double their normal distance and height in any direction, and gains advantage on strength based ability checks. 

Tricksters Boon - Each effect lasts for 1 minute, when you hit a creature with an attack you can roll a 1d6 to add a specific effect. 1 - When the affected creature attempts to move they move in the opposite direction than indented for the duration. 2 - The affected creature goes blind or deaf (the player's choice) for the duration. 3 - The affected creature Polymorphs into a creature of the DMs choice for the duration. 4 - When the affected creature uses magic it will turn into wild magic, the effect immediately ends afterwards. 5 - The affected creature attacks the nearest friendly creature, if there is no friendly creature nearby than nothing happens. 6 - The affected creatures intelligence decreases to 5 for the duration. Note: you can only have one tricksters boon on at the same time.

The affected creature must make a con save or suffer the affects of tricksters boon

 
 
 

Oath Spells

 

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
 
 

Aura of Charisma

Starting at 7th level, you and friendly creatures within 10 feet of you gains a bonus to all their charisma based abilities, persuasion, deception, performance by your charisma bonus (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Tricks of the Mind

 

At 15 level you can see through illusions withing 10ft of you. Once you see them you instantly know it is an illusion and you can identify what the illusion is trying to hide or make you see. For example if you see an illusion that comes from a disguise self spell you can see the person in question true form.

 

Jesters Might

 

At level 20 as an action you can fill yourself with divine energy and transform in a being of pure chaos for 1 minute. while active you gain the following benefits below.

- every other turn you roll for the wild magic table and the affect goes off starting on the turn you activate jesters might.

- you gain a flying speed of 60ft.

- the first time you land an attack on an enemy on every one of your turns you roll for the trickster's boon table.

- you can reroll any ability check, attack roll, or saving throw once while in this form.

you gain a +5 to your AC while using jesters might.

can't use this ability until after a long rest.

 

Previous Versions

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3/20/2020 10:25:08 PM
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